docs: 更新资源加载与提交规范文档说明

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2026-03-26 14:12:41 +08:00
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@@ -21,6 +21,7 @@ The project uses a custom modular framework with these key systems:
- **EventSystemKit**: Decoupled event system for inter-system communication
- **PoolKit**: Object pooling for performance optimization
- **ResourceKit**: Asset loading and resource management
- **Note**: New code should use `ResourceSystem` (via Addressables), see [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for details
- **SingletonKit**: Singleton base classes for managers
- **StateMachineKit**: Game state management
- **TimelineKit**: Timeline-based event sequencing
@@ -168,7 +169,8 @@ For testing mechanics before Unity implementation:
## Performance Considerations
- **Pooling**: Always use PoolKit for frequently instantiated objects (particles, UI elements)
- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops
- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops.
See [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for detailed specifications including Group/Key/Label naming and preloading strategies.
- **Particle Systems**: Pool particle systems, limit overdraw in language particle game
- **Audio**: Use object pooling for frequent SFX, FMOD for advanced audio
@@ -177,4 +179,12 @@ For testing mechanics before Unity implementation:
- This is a narrative-focused game - ensure dialogue and story take precedence
- The HuoShan language particle system is a core feature - changes should maintain the emotional expression mechanics
- Web prototypes are for testing only - production code must be in Unity/C#
- Maintain compatibility with both Windows and WebGL builds
## Reference Documents
- [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) - Addressables resource loading specifications, naming conventions, and performance optimization
- [Commit Convention](COMMIT_CONVENTION.md) - Git commit message format and branch naming rules
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*This document provides guidance for Claude Code when working with the AIBIS Dream codebase.*